There are certain world-changing events that it’s hard to remember them ever not-existing. Like…the iPhone was released in 2007. It’s so weird to think of the time before smartphones. Like when Nextels were a thing and basically everyone had a walkey-talkey on them…
Everyone here with their 20 year badges about to be unlocked and I’m over here with 9 year badge - curse my 7 year old self for only having access to a gameboy lmao
It’s pretty hard to believe that it was 20 years ago that Steam arrived, and with it that glorious green interface.
They weren’t even close to being the first digital store to provide games, but requiring Steam to run Half-Life 2 regardless of digital purchase or a boxed copy was likely the defining moment that helped push it to success for Valve.
This was likely my own introduction to Steam as well, back in the day were my PC could only just about run Half-Life 2 when you had long loading screens between sections.
Pictured - Steam homepage back in 2004 after Half-Life 2 released
Not everything Valve has tried went well like the original Steam Machines, and killing off their ambitions for non-gaming video content but they keep on trying and expanding and it seems there’s really no stopping it.
Naturally, without Steam and Valve, Linux gaming wouldn’t be where it is today so we’re doubly thankful for its existence.
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I don’t pay sticker price and I don’t pay more than the historical low. So I’ll just wait longer if a game does that, or end up not buying it at all as other games catch my interest. I have games that have been on my wishlist for years that I’ve had to go and clean out.
When a games been sitting in my wishlist for a while it’s usually there for a reason. Sometimes it’s just that I have a glut of other games to play in that genre, sometimes I’m waiting for the game to improve. But usually it’s because I’ve looked at the game and said “I don’t think it’s worth that price” and am waiting for it to fall to something I consider reasonable. Obviously, a price hike isn’t going to help it reach that point.
I looked at Riftbreaker’s steam DB page and it looks like it was only some countries who got a price spike, so I’m guessing it was some sort of currency re-balancing. You know, the Ruble is weak so prices relative to the Dollar went up or whatever. All that being said my first point stands, if I didn’t want to buy a game at price X , I’m going to want to buy it even less at X * 1.5, regardless of what’s happening in international money markets.
If the game is in Early access, the price is justified to change as it becomes more fleshed out.
If the game gets a massive update (Such as Quake II recently) a price raise feels justified.
Also, none of this applies if the game goes over 60$, you should never pay more than 60$ because of a price raise. But, these are all just my opinions.
The price of games hasn’t gone up in decades. We’re only just starting to see games that cost $70 instead of $60.
The cost to develop games, on the other hand, has gone way, way, way up.
Think about it in “cost per megabyte”. Players have been getting more and more content - not playable hours, but content that needs to be created by a human - for the same amount of money. While developers have larger and larger staff, with more and more demands… For the same amount of money.
There’s a reason live-service and freemium games are becoming the monetization scheme of choice.
Cost of games needs to go up or we’ll just see more and more exploitative monetization.
Let me also add that $60 for 20 hours of entertainment is one of the best deals there is. And the best games give a lot more than 20 hours of gameplay. Books are about the only thing that comes close
The cost to develop has gone down, if anything. You don’t need powerful hardware. You don’t need expensive industry software. You don’t need proprietary devkits. You can create a perfectly good game on an old laptop with Blender, Krita, Aseprite, Unity, Unreal, Godot. You can target consoles on regular hardware and regular consoles.
Tell me you don’t make games without telling me you don’t make games.
You can make perfectly good games, yes. But good luck making anything AAA like that. The games you’re talking about are indie or niche. For example, they will have no mocap.
And even in those cases, there is a difference between “cost to start a studio” and “cost to develop a game”. The costs you’re talking about are the cost of getting started. Those are barrier to entry costs, not development costs. When we talk about development costs, we typically talk about everything after you have all the hardware and software you need. Studios already have those things so they barely factor into the ongoing development costs
Also you only don’t need proprietary dev kits if you have no intention of doing per-platform QA. Fine for indies. Not fine for AAA
Yes, the barrier to entry has gone down; the minimum cost to ship something, anything, is lower than ever…but only by comparison to the peak cost. Even small indie studios are spending as much as studios did when making $60 NES games
I’m not only talking about AAA. I’m pointing out some of the things you missed in your assessment.
Like I said, even indie studios today spend more to make their non-sprite, full featured games than studios did making NES games. And then those indie games sell for $20 or $30 instead of the full $60 price point. So the content-to-development cost ratio is still shit
Unless you only one scrappy in the games made by three person dev team they really haven’t. The cost for making a game that was good in 2015 has gone down, sure. But it behooves you to show that game development in general, and yes that includes indie developers, has gone down.
A 10 person dev team in any major city is going to cost you between $500,000 and $1mill a year just to staff.
Before, a handful of people could develop the most technically advanced game of the year. Today it’s common that hundreds of overworked people are involved in the development of a game.
Each person must have their own expensive equipment and salaries. Not to mention the cost of renting an office. The costs adds up quickly.
Smaller games made by one or two people are probably cheaper, but the cost of these games aren’t $70 like the big budget games.
That's really not the bulk of development costs though: The real cost is in labour; as game dev teams have increased the labour costs will increase too. Delay in game? Costs go up.
It's offset by the industry becoming bigger; back then a game selling 100k is a huge success, now it's more like 10 million. At some point that'll cap so that's why the studios area increasing prices now. Oh and if the studio is public, they need to feed the parasites shareholders.
I generally don't buy big games of late so I've not had to put up with super expensive games, but it's just something to keep in mind why prices are so.
It’s not for the same amount of money, though. Video game sales also went up significantly over the years.
Doom 2 sold less than 2 million copies by 1999 (released in 1994) and made about 100 million. Doom Eternal sold 3 million copies first week and make over 450 million in revenue in just 9 months…
I see your point, but for me it is more important the “entertainment per €/$” factor, and there you can’t beat indie games.
I’ve bought the whole Halo collection… that’s a metric ton of megabytes right there, but I’ve only installed it once and never again. In contrast, I’ve bought Loop Hero (about 200 MB) and haven’t been able to put it down since. That’s a lot more value for money, in my opinion.
That’s you :) I bought the halo collection and spent >200hrs playing it. I have >1600hrs in the Destiny franchise. Can’t just look at your own experience :)
You see more and more exploitative monetization because people are dumb enough to buy into it. The AAA industry is fucked and is not worth investing a penny into, they wouldn't raise the prices and avoid MTX, they would raise the prices and STILL attempt to fleece as many people as they can with neon skins or whatever bs.
Your comment is talking about monetisation, which the devs have nothing to do with apart from implementing the features. So what even is this response? I dont understand your point now.
Well, I can say from personal experience, devs absolutely have a say in monetization if they’re not wholly owned by the publisher.
But my point is that I was speaking to the motivation businesses have to prefer one monetization scheme over another. Your comment was just “corporations evil, micro transactions bad”.
If the cost of games had kept up with inflation and development costs, micro transactions wouldn’t be nearly the beast it is today because there would have been a viable alternative, and customers would have more options, allowing them to “speak with their wallet” more effectively. But as it stands, it is very, very difficult for most developers to sustain themselves on single-burst, long-tail tail monetization
All I’m going to say is that it’s nice being able to patiently wait to play games… Might have to wait a few months to a year but by then you’ll get it on sale with hopefully a few patches in and bugs being worked out by then.
The last time games were increased in price I was in grade school, 50 to 60, a 10 dollar increase. I wrote a letter to nintendo actually and got a response basically saying costs were up in the nicest way you could to a child.
That was well over 15 years ago, so the extra 10 they tacked on was honestly coming eventually. Everything else in life is getting expensive so of course it was only a matter of time until it reached this part of our lives, its really basic economics.
A comparison to keep in mind is also that we were still buying physical copies of games when the last increase happened, now we are strictly digital for a large majority of purchases while this next increase has happened.
But luckily this increase in price seems to be a trend only taken on by AAA companies, which are hit and miss in their titles lately imo, so most will be on sale in a year and you won’t ever have to pay 70 unless you are really into that title. Most indie companies are pricing their games at around 30-40 dollars right out of the gate and honestly have more of the spirit of what video games should be.
I don’t have an issue with the pricing I was just explaining why I think the pricing isn’t an issue (didn’t really state this clearly) strictly due to economic pressures and giving just a little bit of background as to why. Because honestly like you said, games historically have been more expensive in the past. And they have lightned up on prices in the past two decades only to gradually increase them with tons of time in between for whatever reason they site.
Just another thought here but I honestly think the micro transaction economy we’ve gotten in games the past few years probably stifled the price increase just a little longer.
I'm 40. I've been gaming since opening Super Mario Land one afternoon in 92/93. I've spent money on more games than I can count (literally as I've bought and sold my entire physical collection numerous times over the years).
At this point: Game comes out, I pirate it. Once it's below $20, I'll buy it (assuming it wasn't shit, obviously). If I get tired of it before then, it gets Wishlisted until I can buy it below $20 in the future and I spend the next chunk of time playing one of the millions of games that have come out in the last 40ish years which I've missed instead.
You ever see me spending $70/$80 or more for a game for the rest of my life you best fucking call me a doctor and let my wife know I may not be coming home.
Yea people seem to forget the pricing of n64 catridges back when it was the hot thing like ps5, etc is today. It was actually insane. Considering inflation too, you were paying a lot more for a single game then.
Abandon the FOMO completely. I do not reward shitty behavior. Destiny 2's launch was the end of that. Let other people pay top dollar to playtest it and work all the wrinkles out. Let all the DLC come out and the game GOTY edition if it's that good. Let others buy that. THEN, when they are going to launch the sequel, all of that pap will be sold at basement-level prices. Maybe wait a bit longer if it was really popular.
I'm playing Divinity: Original Sin 2 right now. ;-)
Meh AC3 was a complete game you didn’t enjoy (valid reason not to pre-order still!) so I’d say it’s less flagrant than destiny et al which nickel and dime you as they manufacture FOMO. Bungie’s list of sins is much longer lol
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